![]() This is an rpg that can take 10 to 20 hours to complete, so this is not funny. ![]() And the punishments are harsh enough where if you potentially lose your party even once, you won't have enough leeway to finish the game anymore. Like, actually over as in your save-data will automatically be erased. If the doomsday clock ticks all the way to the end, get this, the game is over. The doomsday clock ticks towards doom for failing certain things while in dungeons such as not killing all the enemies, finding every item and chest, for using over-leveled characters in a low-level area, and also lastly for having a character permanently die. This would be fine on its own since it thematically matches the tone of the game, but they had to add a secondary punishment system known as the doomsday clock. Since characters can permanently die in this game, every battle and trap you fall for can't be taken without risk and you have to be extremely cautious at all times. First of all, this game only has auto-save, so every single progress cannot be undone. However, this game in particular takes the punishing challenge a bit too far. There are some rng elements that can occasionally spell disaster for your party however, but this is usually part of fun for an rpg game. The combat system is fun, with enough variables in its positioning system to make each encounter unique and interesting. Character designs and the overall art is beautiful, while this is a subjective matter so I won't be able to speak for everyone. Mistover excels in some areas, but is greatly flawed in others. Other mechanic to plan around is the doomsday clock, this ensures you're not blindly grinding for stuff, it keeps you at a place where you can't be too comfortable grinding lower level dungeons lest you incur the end of the world.Īdmittedly I want to give this game an 8/10, but due to the nature of the scores, I'll give it a 10 to balance out some of the negative reviews. While I do find the equipment system a little sparse, it's enough to keep you wondering what will you find next, since all stat gains, meager as they may be feel really important. The game asks you to pay attention and tries to veer you away from relying on a set skill rotation. The fullness mechanic is there for you to plan your meals, you can't just eat when at 0 if you didn't bring a lot of food, and even then unused food may become polluted by mist at the end of the dungeon, giving you an incentive to plan out your resources. Whereas in darkest dungeon light fills a different role completely, DD plays more upon the stress of navigating the dungeons, rather than on the navigation itself. Mistover is about being observant, a great part of the illumination mechanic lies in that you can't plan ahead well if you don't know where are you going. Many people compare this to Darkest Dungeon, which is understandable given the art style, but the similarities to Darkest Dungeon give this game some expectations that this game is not trying to fill. This game asks you to always pay attention to what you are doing.
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